Search found 28 matches

by zeland
13 Nov 2009, 10:40
Forum: Ideas and suggestions
Topic: Multiplayer pause / save
Replies: 5
Views: 4714

Re: Multiplayer pause / save

Yes :3 . A player count/% pause rule set at the host. i.e. A host sets a Pause rule of 3. When a player hits the pause key, the host is sent a pause signal indicating the players intent. All other plays will get a message and or a flashing screen border. When a third player hits the pause key, this ...
by zeland
19 Oct 2009, 12:13
Forum: Ideas and suggestions
Topic: Warp Engine
Replies: 3
Views: 2251

Warp Engine

While I was walking around town, I passed a video store that was showing some Power Ranger/Masked Rider type show. What caught my eye was the villain/monster didn't walk but rather warped/phased around a few feet from where it originally was. This got me thinking about having a warp engine that does...
by zeland
16 Oct 2009, 13:22
Forum: Ideas and suggestions
Topic: Twin Gauss Cannon
Replies: 17
Views: 8151

Re: Twin Gauss Cannon

Humans have a craze for power. They would want power regardless of cost. Once they get "Twin Everything" they will want "Tri Everything", "Quad Everything", "Quint Everything" etc. I've always like the Mechwarrior concept of weapons loading. You could have X n...
by zeland
15 Oct 2009, 12:49
Forum: Other Talk
Topic: Altitude of VTOL Flight
Replies: 9
Views: 3414

Re: Altitude of VTOL Flight

I commented in another post about having a special "VTOL layer" where all VTOLs have to ascend to before moving in any direction. No buildings or terrain should extend into this special layer.
by zeland
10 Oct 2009, 16:21
Forum: Technical Help / Troubleshooting
Topic: Erm...Tank Killers more powerful than Scourge?
Replies: 20
Views: 8902

Re: Erm...Tank Killers more powerful than Scourge?

Zarel wrote:Yeah, I think we should have a different graphic for rocket versus missile projectiles.
I think all rockets should have the blue glow and missiles have a red glow.
by zeland
28 Sep 2009, 01:47
Forum: Development
Topic: Source Code: Auto-Research
Replies: 5
Views: 2282

Re: Source Code: Auto-Research

Otherwise the research facility may research low-priority topics and use up your resources. The Auto-research function should then follow (or try to follow) the line of research of the previously researched item. Eg. you start researching Light Cannon, next you'll start research on cannon rounds et...
by zeland
17 Sep 2009, 06:58
Forum: Development
Topic: Please Focus on Code Quality
Replies: 35
Views: 10916

Re: Please Focus on Code Quality

3. Air units do not consider buildings when doing route finding, often flying directly into them. Can it be fixed as such that there is a special "VTOL height layer" that all VTOLs must ascend to before flying in any particular direction? No building or structures are allowed to be erecte...
by zeland
16 Sep 2009, 04:33
Forum: Development
Topic: Trucks auto building on non-burning oil resources. And more
Replies: 18
Views: 8811

Re: Trucks auto building on non-burning oil resources. And more

elio wrote:hold position: do only what the player wants
guard: go and repair/build structures
follow: i dunno..
I would go for

hold position: do only what the player wants.
guard: only repair damaged buildings/structures.
follow: priority is repair else assist in building new buildings/structures.
by zeland
15 Sep 2009, 10:07
Forum: Development
Topic: Trucks auto building on non-burning oil resources. And more
Replies: 18
Views: 8811

Re: Trucks auto building on non-burning oil resources. And more

I dont know about this. I always hate when trucks are near defense tower that is under attack and truck goes there to fix it and gets killed. very frustrating. I hate it when the trucks that I place near my defences go off trying to fix something they can't reach (i.e. a mortar pit/hellstorm built ...
by zeland
15 Sep 2009, 09:56
Forum: Ideas and suggestions
Topic: Leg Propulsion - A new approach.
Replies: 63
Views: 38279

Re: Leg Propulsion - A new approach.

Thought the Cyberbots images on the 2nd page would have served its purpose as a general guide to your idea.
by zeland
14 Sep 2009, 09:35
Forum: Ideas and suggestions
Topic: Structure power drain.
Replies: 15
Views: 7902

Re: Structure power drain.

Instead of consuming energy in WZ, they could stop firing when the energy is gone to zero, forcing the player to stop building and researching to keep the "electronic systems" for the defences running. As I posted earlier, power per shot. Imagine a player with 100+ artillery pieces. You s...
by zeland
11 Sep 2009, 04:18
Forum: Development
Topic: If there will be bridges,why not also make tunnels
Replies: 16
Views: 5989

Re: If there will be bridges,why not also make tunnels

Tunnels are difficult. Even modern armies cannot make them. Tunnels have been a tactical advantage since time immortal. The ancient Chinese used tunnels to break through fortified city walls. The Vietnamese used tunnels very effectively to whoop American troops during the Vietnam war. Even the Pale...
by zeland
08 Sep 2009, 10:36
Forum: Ideas and suggestions
Topic: Leg Propulsion - A new approach.
Replies: 63
Views: 38279

Re: Leg Propulsion - A new approach.

Cyberbots! WooHoo! xD
Image
by zeland
06 Sep 2009, 03:26
Forum: Ideas and suggestions
Topic: Structure power drain.
Replies: 15
Views: 7902

Re: Structure power drain.

So here is an idea.to limit the huge number of towers and stuff why not make them consume power to function? Something like 1 power in 1 sec should do it. Maybe have a power per shot like in Total Annihilation. The bigger the gun, the higher the drain. Then the AI would just make too many power gen...
by zeland
06 Sep 2009, 02:42
Forum: Ideas and suggestions
Topic: Leg Propulsion - A new approach.
Replies: 63
Views: 38279

Re: Leg Propulsion - A new approach.

Ooh! Total Annihilation spider tanks. :3 Now we need stun lasers. ;)